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source: code/branches/sagerjFS16/src/orxonox/controllers/NewHumanController.cc @ 11618

Last change on this file since 11618 was 11174, checked in by sagerj, 8 years ago

everything beneath weaponmode changed to push/release - wm modified only need to implement timer/ticker

  • Property svn:eol-style set to native
File size: 24.4 KB
RevLine 
[5979]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
[5981]23 *      Michael Wirth
[5979]24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "NewHumanController.h"
30
[6256]31#include <cmath>
[6033]32#include <OgreRay.h>
33#include <OgreSceneQuery.h>
34#include <OgreCamera.h>
35#include <OgreSceneManager.h>
[6377]36#include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
[5981]37
[5979]38#include "core/CoreIncludes.h"
[10624]39#include "core/command/ConsoleCommandIncludes.h"
[7859]40#include "core/input/KeyBinder.h"
41#include "core/input/KeyBinderManager.h"
[5979]42#include "worldentities/ControllableEntity.h"
[6111]43#include "worldentities/pawns/Pawn.h"
[5979]44#include "infos/PlayerInfo.h"
[6055]45#include "overlays/OrxonoxOverlay.h"
[5979]46#include "graphics/Camera.h"
47#include "sound/SoundManager.h"
[6377]48#include "tools/BulletConversions.h"
[5979]49#include "Scene.h"
50
51namespace orxonox
52{
[7284]53    SetConsoleCommand("NewHumanController", "changeMode", &NewHumanController::changeMode).keybindMode(KeybindMode::OnPress);
54    SetConsoleCommand("NewHumanController", "accelerate", &NewHumanController::accelerate).keybindMode(KeybindMode::OnPress);
55    SetConsoleCommand("NewHumanController", "decelerate", &NewHumanController::decelerate).keybindMode(KeybindMode::OnPress);
[6091]56
[9667]57    RegisterUnloadableClass(NewHumanController);
[5979]58
[11071]59    NewHumanController* NewHumanController::localController_s = nullptr;
[6091]60
[9667]61    NewHumanController::NewHumanController(Context* context)
62        : HumanController(context)
[11071]63        , crossHairOverlay_(nullptr)
64        , centerOverlay_(nullptr)
65        , damageOverlayTop_(nullptr)
66        , damageOverlayRight_(nullptr)
67        , damageOverlayBottom_(nullptr)
68        , damageOverlayLeft_(nullptr)
[6320]69        , damageOverlayTT_(0)
[8436]70        , damageOverlayTR_(0)
71        , damageOverlayTB_(0)
72        , damageOverlayTL_(0)
[11071]73        , arrowsOverlay1_(nullptr)
74        , arrowsOverlay2_(nullptr)
75        , arrowsOverlay3_(nullptr)
76        , arrowsOverlay4_(nullptr)
[5979]77    {
78        RegisterObject(NewHumanController);
[6001]79
[6502]80        overlaySize_ = 0.08f;
81        arrowsSize_ = 0.4f;
[6310]82
[6502]83        damageOverlayTime_ = 0.6f;
[6310]84
[6055]85        controlMode_ = 0;
[6149]86        acceleration_ = 0;
[6236]87        accelerating_ = false;
[6210]88        firemode_ = -1;
[6310]89
[6210]90        showArrows_ = true;
[6236]91        showOverlays_ = false;
[6310]92        showDamageOverlay_ = true;
[6033]93
[6149]94        //currentPitch_ = 1;
95        //currentYaw_ = 1;
96
[6122]97        if (GameMode::showsGraphics())
98        {
[9667]99            crossHairOverlay_ = new OrxonoxOverlay(this->getContext());
[6122]100            crossHairOverlay_->setBackgroundMaterial("Orxonox/Crosshair3");
101            crossHairOverlay_->setSize(Vector2(overlaySize_, overlaySize_));
[6195]102            crossHairOverlay_->hide();
[6210]103            //crossHairOverlay_->setAspectCorrection(true); not working
[6195]104
[9667]105            centerOverlay_ = new OrxonoxOverlay(this->getContext());
[6195]106            centerOverlay_->setBackgroundMaterial("Orxonox/CenterOverlay");
[6502]107            centerOverlay_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
108            centerOverlay_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6195]109            centerOverlay_->hide();
[6210]110
[6377]111            if (showDamageOverlay_)
[6210]112            {
[9667]113                damageOverlayTop_ = new OrxonoxOverlay(this->getContext());
[6310]114                damageOverlayTop_->setBackgroundMaterial("Orxonox/DamageOverlayTop");
[6502]115                damageOverlayTop_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
116                damageOverlayTop_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]117                damageOverlayTop_->hide();
118
[9667]119                damageOverlayRight_ = new OrxonoxOverlay(this->getContext());
[6310]120                damageOverlayRight_->setBackgroundMaterial("Orxonox/DamageOverlayRight");
[6502]121                damageOverlayRight_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
122                damageOverlayRight_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]123                damageOverlayRight_->hide();
124
[9667]125                damageOverlayBottom_ = new OrxonoxOverlay(this->getContext());
[6310]126                damageOverlayBottom_->setBackgroundMaterial("Orxonox/DamageOverlayBottom");
[6502]127                damageOverlayBottom_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
128                damageOverlayBottom_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]129                damageOverlayBottom_->hide();
130
[9667]131                damageOverlayLeft_ = new OrxonoxOverlay(this->getContext());
[6310]132                damageOverlayLeft_->setBackgroundMaterial("Orxonox/DamageOverlayLeft");
[6502]133                damageOverlayLeft_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
134                damageOverlayLeft_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]135                damageOverlayLeft_->hide();
136            }
137
[6377]138            if (showArrows_)
[6310]139            {
[9667]140                arrowsOverlay1_ = new OrxonoxOverlay(this->getContext());
[6289]141                arrowsOverlay1_->setBackgroundMaterial("Orxonox/DirectionArrows1");
[6502]142                arrowsOverlay1_->setSize(Vector2(0.02727f, 0.36f * arrowsSize_));
143                arrowsOverlay1_->setPickPoint(Vector2(0.5f, 0.5f));
144                arrowsOverlay1_->setPosition(Vector2(0.5f, 0.5f));
[6210]145                arrowsOverlay1_->hide();
[6387]146
[9667]147                arrowsOverlay2_ = new OrxonoxOverlay(this->getContext());
[6289]148                arrowsOverlay2_->setBackgroundMaterial("Orxonox/DirectionArrows2");
[6502]149                arrowsOverlay2_->setSize(Vector2(0.02727f, 0.59f * arrowsSize_));
150                arrowsOverlay2_->setPickPoint(Vector2(0.5f, 0.5f));
151                arrowsOverlay2_->setPosition(Vector2(0.5f, 0.5f));
[6210]152                arrowsOverlay2_->hide();
[6387]153
[9667]154                arrowsOverlay3_ = new OrxonoxOverlay(this->getContext());
[6289]155                arrowsOverlay3_->setBackgroundMaterial("Orxonox/DirectionArrows3");
[6502]156                arrowsOverlay3_->setSize(Vector2(0.02727f, 0.77f * arrowsSize_));
157                arrowsOverlay3_->setPickPoint(Vector2(0.5f, 0.5f));
158                arrowsOverlay3_->setPosition(Vector2(0.5f, 0.5f));
[6210]159                arrowsOverlay3_->hide();
[6387]160
[9667]161                arrowsOverlay4_ = new OrxonoxOverlay(this->getContext());
[6289]162                arrowsOverlay4_->setBackgroundMaterial("Orxonox/DirectionArrows4");
[6502]163                arrowsOverlay4_->setSize(Vector2(0.02727f, arrowsSize_));
164                arrowsOverlay4_->setPickPoint(Vector2(0.5f, 0.5f));
165                arrowsOverlay4_->setPosition(Vector2(0.5f, 0.5f));
[6210]166                arrowsOverlay4_->hide();
167            }
[6122]168        }
[6045]169
[6058]170        // HACK: Define which objects are targetable when considering the creator of an orxonox::Model
[6055]171        this->targetMask_.exclude(ClassByString("BaseObject"));
172        this->targetMask_.include(ClassByString("WorldEntity"));
173        this->targetMask_.exclude(ClassByString("Projectile"));
[6091]174
175        NewHumanController::localController_s = this;
[6195]176
[6236]177        controlPaused_ = false;
[6210]178
[6377]179        //HumanController::localController_s->getControllableEntity()->getCamera()->setDrag(true);
[5979]180    }
181
182    NewHumanController::~NewHumanController()
183    {
[6055]184        if (this->isInitialized())
[5981]185        {
[6122]186            if (this->crossHairOverlay_)
187                this->crossHairOverlay_->destroy();
[6210]188            if (this->centerOverlay_)
189                this->centerOverlay_->destroy();
190
[6598]191            if (this->arrowsOverlay1_)
192                this->arrowsOverlay1_->destroy();
193            if (this->arrowsOverlay2_)
194                this->arrowsOverlay2_->destroy();
195            if (this->arrowsOverlay3_)
196                this->arrowsOverlay3_->destroy();
197            if (this->arrowsOverlay4_)
198                this->arrowsOverlay4_->destroy();
199            if (this->damageOverlayTop_)
200                this->damageOverlayTop_->destroy();
201            if (this->damageOverlayLeft_)
202                this->damageOverlayLeft_->destroy();
203            if (this->damageOverlayRight_)
204                this->damageOverlayRight_->destroy();
205            if (this->damageOverlayBottom_)
206                this->damageOverlayBottom_->destroy();
[5981]207        }
[5979]208    }
209
[6055]210    void NewHumanController::tick(float dt)
211    {
[6122]212        if (GameMode::showsGraphics())
[6111]213        {
[6210]214
[6377]215            if (this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
[6122]216            {
[6157]217                this->updateTarget();
[6289]218
[6377]219                if (!controlPaused_ )
220                {
[10216]221                    if (this->getControllableEntity() && ((this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || (this->getControllableEntity()->isExactlyA(ClassByString("ModularSpaceShip")))) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6289]222                        this->showOverlays();
[7163]223                    else if (this->getControllableEntity() &&  this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
224                    {
225                        this->showOverlays();
226                        this->hideArrows();
227                    }
[6289]228
[6502]229                    this->crossHairOverlay_->setPosition(Vector2(static_cast<float>(this->currentYaw_)/2*-1+.5f-overlaySize_/2, static_cast<float>(this->currentPitch_)/2*-1+.5f-overlaySize_/2));
[6210]230
[6377]231                    if (this->controlMode_ == 0 || (this->controlMode_ == 1 && this->firemode_ == 1))
[6236]232                    {
[6377]233                        if (this->showOverlays_ && this->showArrows_)
[6236]234                            alignArrows();
235                    }
[6210]236                    else
237                        hideArrows();
[6310]238
[6377]239                    if (this->showDamageOverlay_ && (this->damageOverlayTT_ > 0 || this->damageOverlayTR_ > 0 || this->damageOverlayTB_ > 0 || this->damageOverlayTL_ > 0))
240                    {
[6310]241                        this->damageOverlayTT_ -= dt;
242                        this->damageOverlayTR_ -= dt;
243                        this->damageOverlayTB_ -= dt;
244                        this->damageOverlayTL_ -= dt;
[6377]245                        if (this->damageOverlayTT_ <= 0)
[6310]246                            this->damageOverlayTop_->hide();
[6377]247                        if (this->damageOverlayTR_ <= 0)
[6310]248                            this->damageOverlayRight_->hide();
[6377]249                        if (this->damageOverlayTB_ <= 0)
[6310]250                            this->damageOverlayBottom_->hide();
[6377]251                        if (this->damageOverlayTL_ <= 0)
[6310]252                            this->damageOverlayLeft_->hide();
253                    }
[6195]254                }
[6122]255            }
[6279]256            else
257                this->hideOverlays();
[6210]258
[6377]259            if (this->acceleration_ > 0)
[6173]260            {
[6377]261                if (this->accelerating_)
[6173]262                    HumanController::moveFrontBack(Vector2(1, 0));
263                else
[6388]264                    HumanController::moveFrontBack(Vector2(this->acceleration_, 0));
[6173]265                this->accelerating_ = false;
266                //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
267            }
[6111]268        }
[6001]269
[6360]270        // Reset pitch and yaw rates
[6365]271        // TODO: Reactivate this to fix the game pad problem with 0 input
272        //this->currentPitch_ = 0;
273        //this->currentYaw_ = 0;
[6360]274
[6001]275        HumanController::tick(dt);
276    }
277
[11174]278    void NewHumanController::doPush(unsigned int firemode)
[6033]279    {
[6377]280        if (!this->controllableEntity_)
[6316]281            return;
[6033]282
[6210]283        this->firemode_ = firemode;
284
[6157]285        if (firemode == 1 && this->controlMode_ == 1)
286        {
[6143]287            //unlocked steering, steer on right mouse click
[6144]288            HumanController::yaw(Vector2(this->currentYaw_, 0));
289            HumanController::pitch(Vector2(this->currentPitch_, 0));
[6143]290        }
[6157]291        else
[11166]292        {
[11174]293            HumanController::doPush(firemode); //call for formationflight
[11166]294        }
[6045]295    }
296
[11166]297    void NewHumanController::doRelease(unsigned int firemode)
[11164]298    {
299        if (!this->controllableEntity_)
300            return;
301
302        this->firemode_ = firemode;
303
304        HumanController::doRelease(firemode); //call for formationflight
[11166]305    }
[11164]306
[6377]307    void NewHumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
308    {
[9016]309        //Used in HumanController for formationFlight
310        HumanController::hit(originator,contactpoint,damage);
[9348]311
[6377]312        if (this->showDamageOverlay_ && !this->controlPaused_ && this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
313        {
[6310]314            Vector3 posA;
[6377]315            if (originator)
[6310]316                posA = originator->getWorldPosition();
317            else
318                posA = multi_cast<Vector3>(contactpoint.getPositionWorldOnA());
319            //Vector3 posB = multi_cast<Vector3>(contactpoint.getPositionWorldOnB());
320            //posA and posB are almost identical
[6295]321
[6310]322            Vector3 relativeHit = this->getControllableEntity()->getWorldOrientation().UnitInverse() * (this->getControllableEntity()->getWorldPosition() - posA);
[6295]323
[6310]324            //back is z positive
325            //x is left positive
326            //y is down positive
327            relativeHit.normalise();
328
[6502]329            float threshold = 0.3f;
[6377]330            if (relativeHit.x > threshold) // Left
[6310]331            {
332                this->damageOverlayLeft_->show();
333                this->damageOverlayTL_ = this->damageOverlayTime_;
334                //this->damageOverlayLeft_->setBackgroundAlpha(0.3);
335            }
[6377]336            if (relativeHit.x < -threshold) //Right
[6310]337            {
338                this->damageOverlayRight_->show();
339                this->damageOverlayTR_ = this->damageOverlayTime_;
340                //this->damageOverlayRight_->setBackgroundAlpha(0.3);
341            }
[6377]342            if (relativeHit.y > threshold) //Top
[6310]343            {
[6312]344                this->damageOverlayBottom_->show();
345                this->damageOverlayTB_ = this->damageOverlayTime_;
[6310]346                //this->damageOverlayTop_->setBackgroundAlpha(0.3);
347            }
[6377]348            if (relativeHit.y < -threshold) //Bottom
[6310]349            {
[6312]350                this->damageOverlayTop_->show();
351                this->damageOverlayTT_ = this->damageOverlayTime_;
[6310]352                //this->damageOverlayBottom_->setBackgroundAlpha(0.3);
353            }
354        }
[6295]355    }
356
[7859]357    void NewHumanController::centerCursor()
358    {
359        this->currentYaw_ = 0;
360        this->currentPitch_ = 0;
361
[8316]362        if( KeyBinderManager::exists() )
363            KeyBinderManager::getInstance().getCurrent()->resetMouseAxes();
[7859]364    }
365
[6111]366    void NewHumanController::updateTarget()
[6055]367    {
368        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
[6033]369
[6502]370        Ogre::Ray mouseRay = HumanController::localController_s->getControllableEntity()->getCamera()->getOgreCamera()->getCameraToViewportRay(static_cast<float>(this->currentYaw_)/2*-1+.5f, static_cast<float>(this->currentPitch_)/2*-1+.5f);
[6033]371
[6055]372        rsq->setRay(mouseRay);
373        rsq->setSortByDistance(true);
[6033]374
[6055]375        /*
376        Distance of objects:
377        ignore everything under 200 maybe even take 1000 as min distance to shoot at
[6033]378
[6055]379        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
380        they vanish only after a distance of 10'000
381        */
[6045]382
383
[6055]384        Ogre::RaySceneQueryResult& result = rsq->execute();
[6111]385        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[7163]386        WorldEntity* myWe = static_cast<WorldEntity*>(this->getControllableEntity());
[6033]387
[6055]388        Ogre::RaySceneQueryResult::iterator itr;
389        for (itr = result.begin(); itr != result.end(); ++itr)
390        {
[8858]391//             orxout() << "testing object as target" << endl;
[7801]392            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 200)
[6045]393            {
[6055]394                // Try to cast the user pointer
[7163]395                WorldEntity* wePtr;
396                try
397                {
[9348]398                    wePtr = orxonox_cast<WorldEntity*>(Ogre::any_cast<OrxonoxClass*>(itr->movable->getUserAny()));
[7163]399                }
400                catch (...)
401                {
402                    continue;
403                }
404
405                // make sure we don't shoot ourselves
406                if( wePtr==myWe )
407                    continue;
408
[6055]409                if (wePtr)
410                {
[6377]411                    // go through all parents of object and look whether they are sightable or not
[6114]412                    bool isSightable = false;
413                    WorldEntity* parent = wePtr->getParent();
[6377]414                    while (parent)
[6114]415                    {
[7163]416                        if (this->targetMask_.isExcluded(parent->getIdentifier()) || parent==myWe)
[6114]417                        {
418                            parent = parent->getParent();
419                            continue;
420                        }
421                        else
422                        {
423                            isSightable = true;
424                            break;
425                        }
426                    }
[6377]427                    if (!isSightable)
[6055]428                        continue;
[6045]429                }
[6143]430
[6377]431                if (this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr)
[6116]432                    this->getControllableEntity()->setTarget(wePtr);
[6091]433
[6377]434                if (pawn)
[6143]435                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
436
[6195]437                //itr->movable->getParentSceneNode()->showBoundingBox(true);
[6111]438                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
439                return;
[6045]440            }
[6377]441        }
[6091]442
[6377]443        if (pawn)
[9939]444            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 3000 );
[6143]445
[11071]446        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != nullptr )
447            this->getControllableEntity()->setTarget( nullptr );
[6033]448
[6091]449        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
[6058]450        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
[6033]451    }
452
[6149]453    void NewHumanController::frontback(const Vector2& value)
454    {
[6173]455        this->accelerating_ = true;
[6149]456
[6173]457        //if (this->acceleration_ == 0)
[6377]458        HumanController::frontback(value);
[6149]459    }
460
[5993]461    void NewHumanController::yaw(const Vector2& value)
462    {
[6377]463        //SUPER(NewHumanController, yaw, value);
464        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]465            HumanController::yaw(value);
[6143]466
[7163]467        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
468            this->currentYaw_ = value.x;
[5979]469    }
[6055]470
[5993]471    void NewHumanController::pitch(const Vector2& value)
[5981]472    {
[6377]473        //SUPER(NewHumanController, pitch, value);
474        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]475            HumanController::pitch(value);
476
[7163]477        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
478            this->currentPitch_ = value.x;
[5981]479    }
[6091]480
[6149]481    void NewHumanController::changeMode()
482    {
[6365]483        if (NewHumanController::localController_s)
[6111]484        {
[6365]485            if (NewHumanController::localController_s->controlMode_ == 0)
486            {
[6111]487                NewHumanController::localController_s->controlMode_ = 1;
[6210]488                NewHumanController::localController_s->hideArrows();
[6365]489            }
490            else
491                NewHumanController::localController_s->controlMode_ = 0;
[6111]492        }
[6091]493    }
[6143]494
[6115]495    void NewHumanController::changedControllableEntity()
496    {
[10631]497        HumanController::changedControllableEntity(); // super
498
[6115]499        this->controlMode_ = 0;
[7859]500        this->centerCursor();
[10216]501        if (this->getControllableEntity() && ((this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || (this->getControllableEntity()->isExactlyA(ClassByString("ModularSpaceShip")))) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6236]502        {
503            this->showOverlays_ = true;
[6377]504            if (!this->controlPaused_)
[6236]505            {
506                this->showOverlays();
507                this->alignArrows();
508            }
509        }
510        else
511        {
512            this->showOverlays_ = false;
513            this->hideOverlays();
514        }
[6115]515    }
[6149]516
517    void NewHumanController::accelerate()
518    {
[6377]519        if (NewHumanController::localController_s)
[6173]520            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f);
[6149]521    }
522
523    void NewHumanController::decelerate()
524    {
[6377]525        if (NewHumanController::localController_s)
[6173]526            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f);
[6149]527    }
[6195]528
[6377]529    void NewHumanController::doResumeControl()
530    {
[6195]531        this->controlPaused_ = false;
[6377]532        if (this->showOverlays_)
[6236]533            this->showOverlays();
[6195]534    }
535
[6377]536    void NewHumanController::doPauseControl()
537    {
[6195]538        this->controlPaused_ = true;
[6236]539        this->hideOverlays();
[6195]540    }
[6210]541
[6377]542    void NewHumanController::alignArrows()
543    {
544        if (showArrows_)
545        {
[6210]546            hideArrows();
[6387]547
[6210]548            float distance = sqrt(pow(static_cast<float>(this->currentYaw_)/2*-1,2) + pow(static_cast<float>(this->currentPitch_)/2*-1,2));
[6387]549
[6502]550            if (distance > 0.04f && distance <= 0.59f * arrowsSize_ / 2.0f )
[6377]551            {
[8351]552                this->arrowsOverlay1_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
[6210]553                this->arrowsOverlay1_->show();
554            }
[6502]555            else if (distance > 0.59f * arrowsSize_ / 2.0f && distance <= 0.77f * arrowsSize_ / 2.0f )
[6377]556            {
[8351]557                this->arrowsOverlay2_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
[6210]558                this->arrowsOverlay2_->show();
559            }
[6502]560            else if (distance > 0.77f * arrowsSize_ / 2.0f && distance <= arrowsSize_ / 2.0f)
[6377]561            {
[8351]562                this->arrowsOverlay3_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
[6210]563                this->arrowsOverlay3_->show();
564            }
[6502]565            else if (distance > arrowsSize_ / 2.0f)
[6377]566            {
[8351]567                this->arrowsOverlay4_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
[6210]568                this->arrowsOverlay4_->show();
569            }
570        }
571    }
572
[6377]573    void NewHumanController::showOverlays()
574    {
575        if (!GameMode::showsGraphics())
[6320]576            return;
[6236]577        this->crossHairOverlay_->show();
578        this->centerOverlay_->show();
[6289]579
[6377]580        if (showArrows_)
581        {
[6236]582            this->arrowsOverlay1_->show();
583            this->arrowsOverlay2_->show();
584            this->arrowsOverlay3_->show();
585            this->arrowsOverlay4_->show();
586        }
587    }
588
[6377]589    void NewHumanController::hideOverlays()
590    {
591        if (!GameMode::showsGraphics())
[6320]592            return;
[6236]593        this->crossHairOverlay_->hide();
594        this->centerOverlay_->hide();
[6289]595
[6377]596        if (showDamageOverlay_)
597        {
[6310]598            this->damageOverlayTop_->hide();
599            this->damageOverlayRight_->hide();
600            this->damageOverlayBottom_->hide();
601            this->damageOverlayLeft_->hide();
602        }
603
[6236]604        this->hideArrows();
605    }
606
[6377]607    void NewHumanController::hideArrows()
608    {
609        if(!GameMode::showsGraphics())
[6320]610            return;
[6377]611        if (showArrows_)
612        {
[6210]613            this->arrowsOverlay1_->hide();
614            this->arrowsOverlay2_->hide();
615            this->arrowsOverlay3_->hide();
616            this->arrowsOverlay4_->hide();
617        }
618    }
[7163]619
620
621
622
623
[5979]624}
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